Author Topic: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF  (Read 23644 times)

Offline Captain_D

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #180 on: April 14, 2012, 11:23:39 PM »
I'm thinking a "rollbar" placed somewhat behind the shuttlebay, would make this an excellent "Akira replacement".

I like were you are going with it as is, but if you decide to do variants, It would look great on it.

Boy, when you release, you release. Had to check the calender, thought it was Christmas again.  :D

Only had the chance to fly the Excelsior-A so far, love the torpedo setup the way you have it with MVAM. The Orion will definately be next.

Great work as always. :thumbsup:

Offline moed

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #181 on: April 15, 2012, 02:47:43 AM »
moed: there's a trick to getting speculars to work, nowadays.  one of the old bright glow fixes provided with KM kinda knocks the speculars on it's butt.

DJ:i wanna make sure this is me; Velox is showing very slightly misaligned nav lights.  since my install tends to derp every now and then, I thought I'd ask first.
this revived model reminds me of an updated Akira

I'm totally familiar with the bright glow fix and it's "issues" with negating speculars. I always turn the bright glow fix off and all the specs on my ships work perfectly... but there is definitely something different with the specs on the Endeavour-A (DJ's Orion). As I stated, the specs are barely visible, And as awesome as the ship model and textures are, it just looks too flat right now.

It's interesting because the Abante & Excelsior-A have very prominent speculars displaying?? I think I might have a go at tweaking the specs on the Endeavour-A a bit and see what I can come up with.

 

Offline Darkthunder

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #182 on: April 15, 2012, 03:27:30 AM »
Also, just noticing it now, but there seems to be a discrepancy in regards to torpedo tube size (forward and aft launcher looks alot bigger than the side-launchers).

If you eventually add a "weapons pod" or a rollbar of some kind above/behind the shuttlebay, the aft launchers may need to be re-positioned (possibly located under the shuttlebay instead).
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Offline King Class Scout

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #183 on: April 15, 2012, 09:31:50 AM »
moed: i wasn't interested in the orion, but now I have to download this just to see what this specular problem is.  usually, DJ's specs are the perfectly balanced ones out of all the mods I've grabbed (i tend to make my own and, quite frankly, i screw them up by making them too obvious).  besides, i can see a three generation version of that "big and little sister" pic over in the screenshots thread...i have the New Orleans as well.
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Offline Shadowknight1

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #184 on: April 15, 2012, 01:31:48 PM »
Also, just noticing it now, but there seems to be a discrepancy in regards to torpedo tube size (forward and aft launcher looks alot bigger than the side-launchers).

Those are actually egress hatches.

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Offline Toa_Kaita

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #185 on: April 15, 2012, 02:53:20 PM »
but there is definitely something different with the specs on the Endeavour-A (DJ's Orion). As I stated, the specs are barely visible, And as awesome as the ship model and textures are, it just looks too flat right now.

Its the model itself, not the textures. I opened it up in NIFSkope and inverted the normals, and now it seems to be working fine for me.

Offline sovereign001

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #186 on: April 15, 2012, 03:40:40 PM »
Those belly torpedoes are gonna scrape the hull  :D

very nice!

Offline King Class Scout

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #187 on: April 15, 2012, 03:52:13 PM »
Its the model itself, not the textures. I opened it up in NIFSkope and inverted the normals, and now it seems to be working fine for me.

you what?  explain to me...
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Offline Toa_Kaita

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #188 on: April 15, 2012, 09:37:35 PM »
First open up the model in NIFSkope. Then in the viewport, select a part of the model. Right click, and from there, choose Mesh > Flip Normals. Do it with both parts of the model. Then save it as is.


Offline mckinneyc

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #189 on: April 16, 2012, 04:37:09 AM »
Thanks Toa. I did it, most technical thing I have ever done in BC  :yay:

Offline Killallewoks

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #190 on: April 16, 2012, 04:37:55 AM »
Thanks Toa. I did it, most technical thing I have ever done in BC  :yay:

Same here.  :D

Offline King Class Scout

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #191 on: April 16, 2012, 01:21:12 PM »
wasn't sure if that one was the right one.  thanks
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Offline moed

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #192 on: April 16, 2012, 01:22:57 PM »
Cookie for Toa for figuring out how to fix this.

And, now I'm not really fishing for a cookie here but, I think I should get one or two for first bringing this issue up in the first place!!

Well, maybe I am fishing a bit   :D  :dance

Offline Toa_Kaita

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #193 on: April 16, 2012, 04:36:05 PM »
No problem guys :) DJ, with your permission, can I upload a fix for the Orion tonight to BCFiles?

Offline Tally

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #194 on: April 18, 2012, 04:25:13 PM »
Thanks Toa....apart from Orion I had this issue with the miranda pack and a couple of other ships(bugged the s**t out of me as to why they were like that), your tip of flipping the mesh worked a treat on them too....cookie sent  :thumbsup:

Offline mckinneyc

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #195 on: April 18, 2012, 04:31:49 PM »
Also DJ I only just noticed the 'Excelsior' on the forward end of the nacelles on the Excelsior. Love your attention to detail

Offline DJ Curtis

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #196 on: April 18, 2012, 06:03:47 PM »
I'm not sure I understand how flipping the normals is fixing this?  I didn't build this ship any differently than any other. 

Offline flarespire

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #197 on: April 18, 2012, 07:04:52 PM »
I'm not sure I understand how flipping the normals is fixing this?  I didn't build this ship any differently than any other. 
then this may be just a guess but maybe 3ds max glitched when you exported it.

Offline moed

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #198 on: April 18, 2012, 07:48:43 PM »
then this may be just a guess but maybe 3ds max glitched when you exported it.

Agreed. Or maybe if you used some other program to export the 3ds max file, it could have been the culprit.


Offline King Class Scout

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Re: DJ Curtis WIPs - New WIP Page 9 - 3 New Ships @ BCF
« Reply #199 on: April 18, 2012, 08:03:04 PM »
welp, flipping it worked on me, too.  the specs are VERY faint, though.
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet